Super Mario RPG Switch Restricted Weapons/No Deaths Run - Early (Cricket Jam) Chest and Belome

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Published on ● Video Link: https://www.youtube.com/watch?v=nXptkpO84OQ



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Original version video:
https://www.youtube.com/watch?v=QfCtK2gpRcw

Playlist:
https://www.youtube.com/playlist?list=PLO2o0_k4kOryFUHsFDdkj9f0n2YfuNKar

I would be disappointed if the usage of a The Big Boo as a makeshift platform for the early high up treasure chest wasn't still around. Of course, "THE Big Boo" as now simply called Boo, though that is to be expected. We will always have the original for that bit of Narm Charm. Besides, "THE Big Boo" was pulling the high and mighty act as MM calls it for some 27 years, so it's still going to stick.

Our good friend Belome was already a theoretical No Damage Run possibility regardless of tedium involvement. Nothing about his behavior has changed, which is actually going to be a theme with a lot of bosses. The only thing worth noting with the fight is that even when Mallow is in Belome's stomach, Mallow's MATK Ally Buff is still kicking in to boost the power of Mario's Specials.

Speaking of Mallow's MATK Ally Buff, I did mention about how certain juggernauting is what makes it seem innately broken in the same way that weapon modifiers in Kid Icarus Uprising makes things like Predator Cannon or Ninja Palm seem broken (here's a hint: Cragalanche Cannon gets to walk about as fast as Skyscraper Club can run, Ninja Palm Neutral Shot can outrange plenty of weapons despite rightful intent of subpar projectile distance as a Palm, and I admit I've been pretty mean to 44 frame intangibility on 22 committal frame dodge moves...), and that the MATK Ally Buff still could stand to be buffed, though I realize upon writing this description that a better buff than increasing the 5+ Chain bonus from 25% to 40%, would be to have the 25% improvement already around apply to listed Magic Power. (Note that I say listed, so no further +37 Magic Power to grinded Jump.) This would slightly alleviate the Magic Power diminishing and also still make the early advertisement of the Timing Chain mechanic better.

I also talk about Fireball (originally Fire Orb), which would have its potential nerfed slightly with the max timing bonus damage per 16 base damage reduced from 18 to 16.95, but the Timing Chain mechanic exists, and it's unlikely people were often even getting 17 or 18 timing fireballs in the original anyway, where the timing fireballs cap at 15 in the remaster and that 16.95 comes from a correction multiplier, Fireball's case being 1.13.

Anyway, after Belome is beaten, Belome turns out to have been guarding a switch for what turns out to have been a dam. And with that, our heroes have been washed away to by all glance an early demise...




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Tags:
Super Mario RPG
Switch
Kero Sewers
Belome